| // Copyright 2017 The Dawn Authors |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "SampleUtils.h" |
| |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/SystemUtils.h" |
| #include "utils/WGPUHelpers.h" |
| |
| #include <array> |
| #include <cstring> |
| #include <random> |
| |
| #include <glm/glm.hpp> |
| |
| wgpu::Device device; |
| wgpu::Queue queue; |
| wgpu::SwapChain swapchain; |
| wgpu::TextureView depthStencilView; |
| |
| wgpu::Buffer modelBuffer; |
| std::array<wgpu::Buffer, 2> particleBuffers; |
| |
| wgpu::RenderPipeline renderPipeline; |
| |
| wgpu::Buffer updateParams; |
| wgpu::ComputePipeline updatePipeline; |
| std::array<wgpu::BindGroup, 2> updateBGs; |
| |
| size_t pingpong = 0; |
| |
| static const uint32_t kNumParticles = 1000; |
| |
| struct Particle { |
| glm::vec2 pos; |
| glm::vec2 vel; |
| }; |
| |
| struct SimParams { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| int particleCount; |
| }; |
| |
| void initBuffers() { |
| glm::vec2 model[3] = { |
| {-0.01, -0.02}, |
| {0.01, -0.02}, |
| {0.00, 0.02}, |
| }; |
| modelBuffer = |
| utils::CreateBufferFromData(device, model, sizeof(model), wgpu::BufferUsage::Vertex); |
| |
| SimParams params = {0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles}; |
| updateParams = |
| utils::CreateBufferFromData(device, ¶ms, sizeof(params), wgpu::BufferUsage::Uniform); |
| |
| std::vector<Particle> initialParticles(kNumParticles); |
| { |
| std::mt19937 generator; |
| std::uniform_real_distribution<float> dist(-1.0f, 1.0f); |
| for (auto& p : initialParticles) { |
| p.pos = glm::vec2(dist(generator), dist(generator)); |
| p.vel = glm::vec2(dist(generator), dist(generator)) * 0.1f; |
| } |
| } |
| |
| for (size_t i = 0; i < 2; i++) { |
| wgpu::BufferDescriptor descriptor; |
| descriptor.size = sizeof(Particle) * kNumParticles; |
| descriptor.usage = |
| wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage; |
| particleBuffers[i] = device.CreateBuffer(&descriptor); |
| |
| queue.WriteBuffer(particleBuffers[i], 0, |
| reinterpret_cast<uint8_t*>(initialParticles.data()), |
| sizeof(Particle) * kNumParticles); |
| } |
| } |
| |
| void initRender() { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| struct VertexIn { |
| [[location(0)]] a_particlePos : vec2<f32>; |
| [[location(1)]] a_particleVel : vec2<f32>; |
| [[location(2)]] a_pos : vec2<f32>; |
| }; |
| |
| [[stage(vertex)]] |
| fn main(input : VertexIn) -> [[builtin(position)]] vec4<f32> { |
| var angle : f32 = -atan2(input.a_particleVel.x, input.a_particleVel.y); |
| var pos : vec2<f32> = vec2<f32>( |
| (input.a_pos.x * cos(angle)) - (input.a_pos.y * sin(angle)), |
| (input.a_pos.x * sin(angle)) + (input.a_pos.y * cos(angle))); |
| return vec4<f32>(pos + input.a_particlePos, 0.0, 1.0); |
| } |
| )"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[stage(fragment)]] |
| fn main() -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(1.0, 1.0, 1.0, 1.0); |
| } |
| )"); |
| |
| depthStencilView = CreateDefaultDepthStencilView(device); |
| |
| utils::ComboRenderPipelineDescriptor2 descriptor; |
| |
| descriptor.vertex.module = vsModule; |
| descriptor.vertex.bufferCount = 2; |
| descriptor.cBuffers[0].arrayStride = sizeof(Particle); |
| descriptor.cBuffers[0].stepMode = wgpu::InputStepMode::Instance; |
| descriptor.cBuffers[0].attributeCount = 2; |
| descriptor.cAttributes[0].offset = offsetof(Particle, pos); |
| descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x2; |
| descriptor.cAttributes[1].shaderLocation = 1; |
| descriptor.cAttributes[1].offset = offsetof(Particle, vel); |
| descriptor.cAttributes[1].format = wgpu::VertexFormat::Float32x2; |
| descriptor.cBuffers[1].arrayStride = sizeof(glm::vec2); |
| descriptor.cBuffers[1].attributeCount = 1; |
| descriptor.cBuffers[1].attributes = &descriptor.cAttributes[2]; |
| descriptor.cAttributes[2].shaderLocation = 2; |
| descriptor.cAttributes[2].format = wgpu::VertexFormat::Float32x2; |
| |
| descriptor.cFragment.module = fsModule; |
| descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); |
| descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); |
| |
| renderPipeline = device.CreateRenderPipeline2(&descriptor); |
| } |
| |
| void initSim() { |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( |
| struct Particle { |
| pos : vec2<f32>; |
| vel : vec2<f32>; |
| }; |
| [[block]] struct SimParams { |
| deltaT : f32; |
| rule1Distance : f32; |
| rule2Distance : f32; |
| rule3Distance : f32; |
| rule1Scale : f32; |
| rule2Scale : f32; |
| rule3Scale : f32; |
| particleCount : u32; |
| }; |
| [[block]] struct Particles { |
| particles : array<Particle>; |
| }; |
| [[binding(0), group(0)]] var<uniform> params : SimParams; |
| [[binding(1), group(0)]] var<storage> particlesA : [[access(read)]] Particles; |
| [[binding(2), group(0)]] var<storage> particlesB : [[access(read_write)]] Particles; |
| |
| // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp |
| [[stage(compute)]] |
| fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) { |
| var index : u32 = GlobalInvocationID.x; |
| if (index >= params.particleCount) { |
| return; |
| } |
| var vPos : vec2<f32> = particlesA.particles[index].pos; |
| var vVel : vec2<f32> = particlesA.particles[index].vel; |
| var cMass : vec2<f32> = vec2<f32>(0.0, 0.0); |
| var cVel : vec2<f32> = vec2<f32>(0.0, 0.0); |
| var colVel : vec2<f32> = vec2<f32>(0.0, 0.0); |
| var cMassCount : u32 = 0u; |
| var cVelCount : u32 = 0u; |
| var pos : vec2<f32>; |
| var vel : vec2<f32>; |
| |
| for (var i : u32 = 0u; i < params.particleCount; i = i + 1u) { |
| if (i == index) { |
| continue; |
| } |
| |
| pos = particlesA.particles[i].pos.xy; |
| vel = particlesA.particles[i].vel.xy; |
| if (distance(pos, vPos) < params.rule1Distance) { |
| cMass = cMass + pos; |
| cMassCount = cMassCount + 1u; |
| } |
| if (distance(pos, vPos) < params.rule2Distance) { |
| colVel = colVel - (pos - vPos); |
| } |
| if (distance(pos, vPos) < params.rule3Distance) { |
| cVel = cVel + vel; |
| cVelCount = cVelCount + 1u; |
| } |
| } |
| |
| if (cMassCount > 0u) { |
| cMass = (cMass / vec2<f32>(f32(cMassCount), f32(cMassCount))) - vPos; |
| } |
| |
| if (cVelCount > 0u) { |
| cVel = cVel / vec2<f32>(f32(cVelCount), f32(cVelCount)); |
| } |
| vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) + |
| (cVel * params.rule3Scale); |
| |
| // clamp velocity for a more pleasing simulation |
| vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1); |
| // kinematic update |
| vPos = vPos + (vVel * params.deltaT); |
| |
| // Wrap around boundary |
| if (vPos.x < -1.0) { |
| vPos.x = 1.0; |
| } |
| if (vPos.x > 1.0) { |
| vPos.x = -1.0; |
| } |
| if (vPos.y < -1.0) { |
| vPos.y = 1.0; |
| } |
| if (vPos.y > 1.0) { |
| vPos.y = -1.0; |
| } |
| |
| // Write back |
| particlesB.particles[index].pos = vPos; |
| particlesB.particles[index].vel = vVel; |
| return; |
| } |
| )"); |
| |
| auto bgl = utils::MakeBindGroupLayout( |
| device, { |
| {0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform}, |
| {1, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}, |
| {2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}, |
| }); |
| |
| wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); |
| |
| wgpu::ComputePipelineDescriptor csDesc; |
| csDesc.layout = pl; |
| csDesc.computeStage.module = module; |
| csDesc.computeStage.entryPoint = "main"; |
| updatePipeline = device.CreateComputePipeline(&csDesc); |
| |
| for (uint32_t i = 0; i < 2; ++i) { |
| updateBGs[i] = utils::MakeBindGroup( |
| device, bgl, |
| { |
| {0, updateParams, 0, sizeof(SimParams)}, |
| {1, particleBuffers[i], 0, kNumParticles * sizeof(Particle)}, |
| {2, particleBuffers[(i + 1) % 2], 0, kNumParticles * sizeof(Particle)}, |
| }); |
| } |
| } |
| |
| wgpu::CommandBuffer createCommandBuffer(const wgpu::TextureView backbufferView, size_t i) { |
| auto& bufferDst = particleBuffers[(i + 1) % 2]; |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| { |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(updatePipeline); |
| pass.SetBindGroup(0, updateBGs[i]); |
| pass.Dispatch(kNumParticles); |
| pass.EndPass(); |
| } |
| |
| { |
| utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(renderPipeline); |
| pass.SetVertexBuffer(0, bufferDst); |
| pass.SetVertexBuffer(1, modelBuffer); |
| pass.Draw(3, kNumParticles); |
| pass.EndPass(); |
| } |
| |
| return encoder.Finish(); |
| } |
| |
| void init() { |
| device = CreateCppDawnDevice(); |
| |
| queue = device.GetQueue(); |
| swapchain = GetSwapChain(device); |
| swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment, |
| 640, 480); |
| |
| initBuffers(); |
| initRender(); |
| initSim(); |
| } |
| |
| void frame() { |
| wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView(); |
| |
| wgpu::CommandBuffer commandBuffer = createCommandBuffer(backbufferView, pingpong); |
| queue.Submit(1, &commandBuffer); |
| swapchain.Present(); |
| DoFlush(); |
| |
| pingpong = (pingpong + 1) % 2; |
| } |
| |
| int main(int argc, const char* argv[]) { |
| if (!InitSample(argc, argv)) { |
| return 1; |
| } |
| init(); |
| |
| while (!ShouldQuit()) { |
| frame(); |
| utils::USleep(16000); |
| } |
| |
| // TODO release stuff |
| } |